ATTRIB(GameItem, m_waypointblink, int, 1);
#ifdef GAMEQC
ATTRIB(GameItem, m_glow, bool, false);
+ ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
#endif
METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
{
this.m_model = MDL_Strength_ITEM;
this.m_sound = SND_Strength;
this.m_glow = true;
+ this.m_respawnsound = SND_STRENGTH_RESPAWN;
#endif
this.m_name = "Strength Powerup";
this.m_icon = "strength";
this.m_model = MDL_Shield_ITEM;
this.m_sound = SND_Shield;
this.m_glow = true;
+ this.m_respawnsound = SND_SHIELD_RESPAWN;
#endif
this.m_name = "Shield";
this.m_icon = "shield";
void Item_Respawn (entity this)
{
Item_Show(this, 1);
- // this is ugly...
- switch(this.itemdef)
- {
- case ITEM_Strength:
- sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- break;
- case ITEM_Shield:
- sound(this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- break;
- default:
- sound(this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- break;
- }
+ sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin(this, this.origin);
if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)